Hexenhammer, on 15 September 2013 - 02:58 PM, said:
Balance! Balance! I want balance!
Define balanced. Spell it out for us people.
this post happened on the first page, so it may be somewhat out of date by now, but it spurred an interesting question in my mind (at least to me), one I've been thinking about a lot lately, due to MWO's dubious history of "balancing", and playing Planetside 2, another game with a very dubious approach to game/weapon "balance"...
what is balance? In my long running game-player opinion, "balance" is...
Game designers deciding WHAT the game experience is intended to be like, and then tailoring the components of the game system so that the game experience actually turns out more or less that way.
Lately, I'm discovering that the "open-beta" design process, whether intentionally or not, seems to be encouraging PLAYERS to design the game experience. While this usually *sounds* like a great idea (Hey! Lets let the PLAYERS decide how the game should play! THEN THEY'LL ALL WANT TO PLAY AND WE'LL MAKE A TON OF MONEY!! HOOORAAAYYY!!!), it turns out, players are a viciously divided and almost titanically fickle lot, and this has, in my opinion, been the downfall of many an open beta design process.
I am, of late, FIRMLY of the belief, that players should not be allowed to design games that are not being designed BY the players. In other words, if I'm not *programming* the thing, or at the very least, I don't work for the company developing the game, then I shouldn't be allowed to tell people how the game should be designed. This isn't necessarily because I don't have good ideas. Maybe I have a strong background in game design, and it's true, I *am* the audience the game designers presumably want to attract to their game. But in the end, it may be more detrimental to the overall game and it's appeal by letting me decide how things work in the game, than it would be to just decide what the game designers want, and then alienate the people that don't like that kind of game.
I don't play a lot of JRPG's. I've seen some, I've played a few (dragon warrior on the NES was awesome), but truth be told, they're just not really my thing. It's not that they're bad, or terrible, in fact, some of them are rather extraordinary pieces of storytelling and game design. But, for whatever reason, certain elements, stereotypes, game design styles, just aren't enjoyable FOR ME. I don't demand that these games never exist, and I don't demand that they change the game to fit more my style. Instead, I just don't buy them. And the people that *do* love them are just fine with that. They spend money on the game, I don't, the developer gets money from the people that it made the game for, and doesn't from the people it didn't. All is cool.
Mechwarrior Online really needs a solid decision from the developers, I think. Maybe they have one, but if they do, I'm not feeling it. I feel, like from the moment the game went into open beta, they've been adjusting game elements based on feedback from the players.
I want this! killing should be like this! I hate this! This is too fast!! this is too slow! More this!! Less this!! No, you're a jerk, Less this, more of that!! YOUR FACE IS A JERK!! More of what I said, less of what he said! blah blah yakkity fus roh dah!!
I really wish, at some point, some of the devs would just say - you know what, SCREW IT!! The game is supposed to be like THIS! If we want time to kill low, THEN WE'RE GONNA MAKE IT LOW!! If we want time to kill to be high, THEN WE'LL MAKE IT HIGH!
If we want MWO to use all TT btech values, then THAT'S what we're gonna do. And if you don't like it, go play Skyrim/Worldoftanks/planetside2/barbieislandadventure, or whatever your bag is.
Then, they do a huge pass across all the weapons, all the armor values, all the weapon cooldown times, all the objective modes, etc, etc...and then say HEY!! THIS is Mechwarrior Online! Play it if you love it, learn to love it an play it if you want to, or DON'T!! the end.
Then, take the money they earned, based on whether the ideas they came up with were popular enough to make money, or go home empty handed, when they come to realize that what they envisioned for the game wasn't compelling enough for everyone.
Leaving design changes in the hands of the uninformed, EXTREMELY biased, hostile, suspicious, contentious (and occasionally unwashed) public seems to be a terrible trend in recent game design, and overall, I'm not convinced yet that it works well.